[gd_resource type="ShaderMaterial" load_steps=2 format=1]

[sub_resource type="MaterialShader" id=1]

_code = { "fragment":"DIFFUSE = COLOR.xyz;", "fragment_ofs":0, "light":"uniform color ambient;\nfloat ndot = dot(NORMAL, LIGHT_DIR)*0.5+0.5;\n\nLIGHT = ((1.0 - ndot) * ambient.xyz) + (ndot * DIFFUSE * LIGHT_DIFFUSE);", "light_ofs":0, "vertex":"", "vertex_ofs":0 }

[resource]

flags/visible = true
flags/double_sided = false
flags/invert_faces = false
flags/unshaded = false
flags/on_top = false
flags/lightmap_on_uv2 = true
flags/colarray_is_srgb = false
params/blend_mode = 0
params/depth_draw = 1
params/line_width = 1.35926e-43
shader/shader = SubResource( 1 )
shader_param/ambient = Color( 0.117647, 0.12549, 0.14902, 1 )

